nodraw?
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There are 2 things i'm trying to accomplish at the moment.
First I would like to know how to play a sound on all players. Right
now I use the following code to play a sound when a player captures a
flag:
EmitSound( Flag.Captured );
but that only plays the sound on the client if he's close
emit sound pPlayer - i dont know if your source, or
hl1
^ that is hl 1
as for second, take a look at hudmesage cvar (mappers
cvar)
--- Erik K [EMAIL PROTECTED] wrote:
There are 2 things i'm trying to accomplish at the
moment.
First I would like to know how to play a sound on
all players.
Oops ;)
That's HL2 i'm working on ;)
On Fri, 4 Mar 2005 03:46:49 -0800 (PST), Adam amckern Mckern
[EMAIL PROTECTED] wrote:
emit sound pPlayer - i dont know if your source, or
hl1
^ that is hl 1
as for second, take a look at hudmesage cvar (mappers
cvar)
--- Erik K [EMAIL PROTECTED]
HI. I'm working now in a sniper rifle for my mod. I have all the code now
implemented. Only one one one thing to finish him!!!.(Help,Help)
In the Zoom code for the sniper rifle, i need to make disappear the weapon view
model whe user turns on the zoom, and make it appear when user turns off the
That's it, thanks alot.
- Original Message -
From: Knifa [EMAIL PROTECTED]
Hi all.
Is there anyway I can print things on the client from the server?
Using Msg() only does it for the server.
I think ClientPrint and ClientPrintAll will do what your after.
ClientPrint( pPlayer,
I understand the animations are done server-side and
thus should be kept to a minimum. The question I have
is about animations created from the Motion Mapper
tool from the latest SDK. Say I have 9 different-sized
player models running around in a map using the same
souce animations but fitted to
Use:
CBroadcastRecipientFilter filter;
Instead of CSingleUserRecipientFilter
(there are other convenient filters in recipientfilter.h)
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik K
Sent: Friday, March 04, 2005 3:38 AM
To:
You should be okay. It's only when you have many layers and blends that
there might be an issue, but you'd have to set up each player's skeleton
anyway, so having the data be different shouldn't hurt you too much.
Give it a try.
yahn
-Original Message-
From: [EMAIL PROTECTED]
This is a multi-part message in MIME format.
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Hi,
i have written an Server Plugin and now i have seen, that the Server Crashs.
Than i have cutted off all my Funktions so that the Plugin nothing do...
But with this empty plugin the Server crashs
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Hi,
i have written an Server Plugin and now i have seen, that the Server Crashs.
Than i have cutted off all my Funktions so that the Plugin nothing do...
But with this empty plugin the Server crashs
I have a Linux server build up and running for my mod,
but there are still a few bugs I can't seem to get rid
of.
First, everyone moves really fast. In my mod there are
different speeds for every player, but the server code
works fine under Windows. Furthermore, when the
players move, their
SOLID_VPHYSICS static prop with no vphysics model!
(models/props_lab/corkboard001.mdl)
This is a map bug, but the message is harmless. There's a prop_static
that has collisions turned on, but the model doesn't have collision
geometry. This message is just letting you know that the corkboard
On several servers that are running my mod, I've seen some people
using some kind of expoit to allow them to move really fast, much
faster than should be allowed by sv_maxspeed. This cheat lets them run
accross huge maps in almost no time, and gives them a big advantage
over the other players.
My
I think it's a program that actualy speeds up windows itself, I
remember they fixed the problem a while back, but now it's resurfaced.
On Fri, 4 Mar 2005 18:02:22 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote:
On several servers that are running my mod, I've seen some people
using some kind
Hi all.
While playing my mod, after a few minutes of play, physics objects
starting bouncing around and act like they have no collisions.
Is this something to do with my mod or is it a Source Engine bug?
Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
I've seen this problem when there are 2 many physics interactions
going on for the server to handle.
Do physics objects seem to go into the ground for a bit then pop back up?
On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote:
Hi all.
While playing my mod, after a few minutes
Yea, they stick in for about half a second then bounce really high, then
they just go all over the place
I've seen this problem when there are 2 many physics interactions
going on for the server to handle.
Do physics objects seem to go into the ground for a bit then pop back up?
On Sat, 05 Mar
Then I guess HL2 has no speed hack blocker yet. The speed hack is
possible because, obviously, there's lag, so the server allows some
discrepency between client and server times. Back in HL1 whever the
difference got too big they'd freeze for a few seconds, but I guess
it's yet to be implimented
This usually happens because the server is processing to many physics
calculations and the server can't handle it.
And from what I can remember source forts is extremly intensive on the
physics(well my forts are ;P)
On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote:
Yea, they
Is there anything I can do about it then? (other than restarting HL2)
This usually happens because the server is processing to many physics
calculations and the server can't handle it.
And from what I can remember source forts is extremly intensive on the
physics(well my forts are ;P)
On Sat, 05
Dude put all anticheat related code on the server whenever possible :o
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